Elf

Pelkin Norwind's page

943 posts. Organized Play character for RyckyRych.


Full Name

Pelkin Norwind

Race

Half-Elf Inquisitor of Desna [11] | HP 43/91 | AC 30 (32) T 14 FF 29 | F +12 R +8 W +14 (+2 vs enchantment, +1 vs poison/disease, Elven imm.) | BAB +8 CMB +11 CMD 25 | Init +7 | Perc +20 | SM +15 | Survival +8 (+10 vs lost/+12 track) | Spellcraft +5

Classes/Levels

Heal +10 | Intim +12 | Climb/Swim +7 | Speed 40'

Gender

Male

Special Abilities

Agile Feet, Detect Alignment, Judgments (3/day), Monster Lore, Shake It Off, Discern Lies, Dimensional Hop, others

Alignment

CG

Deity

Desna

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 19
Charisma 7

About Pelkin Norwind

PFS # 79644-11
Faction : Grand Lodge
No Day Job

Stat Block:
Pelkin Norwind
Male half-elf inquisitor of Desna 11 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +20
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Defense
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AC 30, touch 14, flat-footed 29 (+9 armor, +2 deflection, +1 Dex, +1 insight, +1 natural, +6 shield)
hp 91 (11d8+33)
Fort +12, Ref +8, Will +14; +2 vs. enchantments
Defensive Abilities stalwart; Immune sleep
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Offense
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Speed 40 ft.
Melee +2 keen falcata +13/+8 (1d8+5/17-20/×3) or
cold iron morningstar +11/+6 (1d8+3)
Ranged dw composite longbow +10/+5 (1d8+3/×3)
Special Attacks bane (15 rounds/day), judgment 4/day (2 simultaneous)
Domain Spell-Like Abilities (CL 11th; concentration +15)
At will—dimensional hop (110 feet/day)
Inquisitor Spell-Like Abilities (CL 11th; concentration +15)
At will—detect alignment, discern lies (11 rounds/day)
Inquisitor Spells Known (CL 11th; concentration +15)
4th (3/day)—forceful strike (DC 18), freedom of movement, litany of escape[UC]
3rd (5/day)—daylight, heroism, invisibility purge, prayer
2nd (5/day)—litany of defense[UC], communal protection from evil[UC], lesser restoration, see invisibility, spiritual weapon
1st (6/day)—comprehend languages, ear-piercing scream[UM] (DC 15), litany of sloth[UC] (DC 15), litany of weakness[UC], protection from evil, wrath[APG]
0 (at will)—create water, detect magic, disrupt undead, guidance, resistance, stabilize
Domain Travel
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 19, Cha 7
Base Atk +8; CMB +11; CMD 25
Feats Cleave, Coordinated Defense[APG], Extended Bane[UM], Judgment Surge[UM], Power Attack, Shake It Off[UC], Shield Focus, Swap Places[APG], Vital Strike
Traits deft dodger, elven reflexes
Skills Acrobatics +0 (+4 to jump), Climb +7, Heal +10, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +11, Knowledge (engineering) +1, Knowledge (nature) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +1, Perception +20, Sense Motive +15, Spellcraft +5, Stealth +4, Survival +8 (+10 to avoid becoming lost), Swim +7; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven
SQ agile feet (7/day), elf blood, monster lore +4, solo tactics, stern gaze +5, track +5
Combat Gear sbci durable arrows (43), scroll of daylight, scroll of protection from evil (x6), wand of lesser restoration (17 charges), acid, alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), holy water (2), liquid ice[APG], vermin repellent[UE] (6); Other Gear +3 mithral agile breastplate[APG], +3 darkwood heavy wooden shield, +2 keen falcata[APG], cold iron morningstar, dw composite longbow (+3 Str), clear spindle ioun stone, dusty rose prism ioun stone, amulet of natural armor +1, cloak of resistance +3, handy haversack, ring of feather falling, ring of protection +2, wayfinder[ISWG], bedroll, bell, belt pouch, blanket[APG], candle, canteen[UE], chalk, charcoal stick, earplugs[APG], fishhook, flint and steel, masterwork snorkel[UE], powder[APG], sack, sack, sack, sewing needle, signal whistle, silk rope (50 ft.), soap, thread (50 ft.), trail rations (6), weapon cord[APG], whetstone, wooden holy symbol of Desna, wrist sheath, spring loaded, 2,564 gp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (22 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment Surge (1/day) Gain improved versions of your judgments
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Swap Places You can trade places with an ally with this feat during your movement.
Track +5 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.
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+1 vs poison and disease
Unidentified Unguent
+2 Bluff/Diplo/Intim in Magnimar and allied towns
Noqual Ore
Millennial Lore (can gain PP if not earned in a scenario)
Mantle of the Black Rider (Unleashing the Hut) : +1 init, 1/day
Echoing Paradox
A Piece of Time: Haste for 3 rounds, only once/day, max 3 times (swift action)
An Alchemical Discovery
Perfect Defense : Immediate action to gain +4 to CMD until end of next turn